The Incredible Adventures of Oli the Olivari Olive and Friends A.K.A. "Oli the Olive" is a series of 12 short animations created for the Olivari Olive Oil as a part of their "Year of the Little" campaign. The episodes were released once every month, throughout the entire 2013.

I would not go as far as calling it Concept ART, but as I was working to develop a number of idle animations for the player sprite, I realized how little I understood about what I am drawing.
I use pixel art is an abstraction, a simplification of an actual form - but I never really stopped to think about what this actual form may be. Needles to say, abstracting something that does not exist was quite tough.

Making the character walk around the screen was fairly easy. Keep in mind that at this point there is no interaction with any environment elements or vertical movement, so the whole thing will have to become more complex over time.
At the moment however, the whole system works on few basic principles.

With the look of the character worked out, I begun the basic animation for the sprite. The ChiChiLand Adventure will use a mostly top-down perspective (slightly off vertical), popularized by many Nintendo titles such as Pokemon or Zelda (especially the handheld versions).
I wanted the character to have a cute, bold, slightly stumpy way of walking. Here's a first pass.

I have decided to learn how to create games. It's really a no-brainer. I've been playing and following game development for most of my life now, I already use code in my animation work - why not give it a shot?
At the moment I have a more-less fleshed out idea of what my first game will be (more on that in another post) and I will document my journey through the posts in this brand new Game Development category on QubaHQ.

This project is a not-so-distant cousin of gnctrkcll / cornetto project, and was produced over the weekend break between the two parts of its bigger relative. The main concept remained the same - a stop-motion actor, t-shirt with a character, busy background.

The character was, again, designed by Meni, but this time we were delivered ready frames from the agency and did not have much input on what it does. Instead I focused on creating a small library of cell-shaded 3D elements, later used to liven up the scene.